#Delveborn

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limpid dove
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Wasn't*

limpid dove
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right now the game really only goes to level 4-5 ish

vivid swift
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You plan to have a cap?

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Or too early to know?

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I feel like 15-20 (max 30) is a good range and would ensure it stays kinda short and relatively easy to balance

limpid dove
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Unsure

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I'll just feel it I guess

vivid swift
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Is Sonic in? He has stats and ability but it's bot green

limpid dove
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I did everything but his power

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But he's in

vivid swift
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Marmunch

(Marmot + Munch)

-# Nature: While at 33% or less HP, this mon's attacks deal +1 damage and heal it for 1 HP.

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Ghowlie

(Ghoul/Ghillie (bc of leaf-like feathers) + Owl)

-# Nature: Whenever you Capture a mon while Ghowlie is out/active, Ghowlie heals 3 HP.

vivid swift
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Gumbly

-# Nature: When this creature attacks, it removes all Poison counters from the enemy and heals HP equal to the number of poison stacks removed / 2 (rounded up to nearest 1).

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Blighder

(Blight + Spider)

-# Nature: When this creature attacks, if the enemy has 8+ stacks of Poison, remove half the stacks of Poison from them and Petrify them.

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Tadthing

(Tadpole + Thing)

-# Nature: All of this mon's cards start Slimed. Whenever this mon uses a move, if it is Slimed, this mon heals 1. If the move is not Slimed, this loses 1 HP instead.

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Kr'Ronch

-# Nature: Whenever this mon takes damage, it has a chance to "eat" one of the moves from the bag (equal to the inverse of percentage of its HP / Max HP), healing it for that card's Mana Cost.

limpid dove
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Ok I made it to my computer

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Time to build

limpid dove
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getting wrecked by mirecoil

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its all over

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the balance is

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really off

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i tried to do a build to let you test

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and you cant even win like 2 fights in a row

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because if you catch you dont get exp

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and the enemies get +1 level every map

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and mirecoil is a menace

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also kleptopod is a menace

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i hate all of them

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actually got to the bottom

sacred shore
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your games makes me visually think of Pokemon but as a creepy style, it looks pretty interresting already. Love the idea of keeping it in sepia btw.

limpid dove
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Thanks. I need to focus more on art soon

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I've spent the last week programming the battle engine

vivid swift
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Curse/moves that keep making moves seem pretty strong for a level 1 and maybe should be given at level 3 or something at the earliest.

Mirecoil looked crazy bc it had low hp but 2 HP regen??!?

vivid swift
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Hhlepto

-# Nature: Whenever this mon inflicts Poison, it also inflicts Blind at the same level.

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Bulbite

-# Nature: Whenever this mon takes damage from an attack, add a Bite with Ethereal to the bag for this mon.

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Budrake

-# Nature: Whenever this mon Unburrows, it Petrifies the enemy.

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Mirecrow

-# Nature: This mon's Storm moves also apply Poison 2.

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Molmight

-# Nature: This mon's attacks do +2 damage if this was Burrowed when it attacked.

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Barklin

-# Nature: Whenever this mon uses a Blight move, it gains 1 Armor (Temporary Hit Points, not damage reduction).

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Stalker

-# Nature: When this mon enters, it Poisons a random enemy card and copies it for this mon.

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Marshmite

-# Nature: Whenever this mon would Burrow, it gains that much Armor instead (Temporary Hit Points).

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Troglobeast

-# Nature: This mon's Brutal attacks deal +1 damage for each Slimed card the enemy has.

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Leaflea

-# Nature: This mon's attacks deal +2 damage to Blight and Bog mons.

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Ng'Grarl

-# Nature: This mon cannot be Poisoned. This mon's attacks deal +1 damage to Poisoned mons.

vivid swift
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Stalactoad

-# Nature: Whenever this mon would be Petrified, it gains 5 Armor instead.

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Shnugg

-# Nature: This mon gains 2 Armor when it joins battle. Whenever this mon's Armor breaks, Slime 2 random cards.

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Scorpid

-# Nature: 50% chance whenever this is attacked it applies Poison 2 to the enemy.

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Sporgus

-# Nature: 50% chance whenever this is attacked it applies Sleep 2 to the enemy.

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Ulexi

-# Nature: This mon gains 2 Armor when it joins battle. Whenever this mon's Armor breaks, Spike 2 random cards.

vivid swift
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Shnorkle

-# Nature: Always Blind. Whenever this mon misses an attack, it Poisons a random enemy card.

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Gremlidillo

-# Nature: Always Blind. Whenever this mon misses an attack, add a Crystal Shard to the bag for this mon.

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Homonclash

-# Nature: Always Blind. This mon's Brutal and Dread attacks deal additional damage equal to this mon's Level.

limpid dove
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It's the combo of Regen and curse

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Honestly Regen makes everything kinda take forever

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I don't like it

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I might make all life Regen =0, unless you get it through a nature or event

limpid dove
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i think klepto is too op

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im making him a major enemy

limpid dove
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ok its slightly more balanced now

limpid dove
vivid swift
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Klepto too op? I can see it. Def thought he'd be better on a team, but I can see how he'd be annoying even as a normal mon

vivid swift
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Mana regen still makes sense tho

vivid swift
vivid swift
limpid dove
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Yes

limpid dove
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Honestly when the fights draw on it's really lame

vivid swift
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Hrmm

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There are a lot of things that help speed it along, like Poison and Spikes

limpid dove
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Yea, I just zeroed out all life Regen and it's much better

vivid swift
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Nice. The chameleon and rock guy should be a bit easier to deal with then

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Idk about Klepto

limpid dove
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He's easier because I made him a mini boss

vivid swift
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At a glance Klepto seems mid, but i haven't tested, so idk

limpid dove
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I can upload today for sure, it's much better have the tweaks

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Yesterday it was like

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Not even close

vivid swift
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Oof.

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Idk if i'll have time tonight to give it a look bc Imm celebrating a bday

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But

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I can def test tomorrow

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Unrelated (ish) but I'm curious what you'll think of the mon natures suggested above.. starting with Marmunch, I think (or in reverse order, Homonclash)

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Some are def more involved

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Like.. Kr'Ronch

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But I tried to keep them different and play on diff statuses and stuff, keeping them unique (kinda) where I could

limpid dove
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i like most of them

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i like armour as a life regen replacement

limpid dove
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i told chat gpt to fix my ui

limpid dove
vivid swift
# limpid dove

Looks clean-ish, but can't see Mirecoil's HP anymore, and the move list seems way too short/small for 12+ moves

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Also question of how to capture and switch comes in

vivid swift
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This is what it suggested to me

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From this

limpid dove
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The varying looks of mirecoil kill me lol

vivid swift
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Lol

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Based on the emoji

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Was Bulbite the fan favorite?

limpid dove
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It's the strongest probably

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I didn't get all the way through

vivid swift
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Ethereal Bite anytime it's hit didn't seem too strong to me, just a nice balance to increase odds of hitting one of its moves if it's getting hit a lot

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If you didn't make it Ethereal, then it might be broken

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Something I noticed though is that GPT thinks that the mon abilities should show in the UI for some reason

limpid dove
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I think that's good

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Your need to know at least the enemy so you know why things are happening

vivid swift
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Yeah, i think it would be good

limpid dove
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Same for moved

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Moves

vivid swift
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True. That can maybe be an on-hover though

limpid dove
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At least on mouse over a

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Yea

vivid swift
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I had an idea for the moves, btw, to potentially help declutter

limpid dove
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What is it

vivid swift
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So it's just a wheel... like you have in SlotGun when you hit jackpot...

BUT

It's small and only shows colors that represent the moves' "owner" when zoomed out... and there would be a little text box that shows the name of the move the arrow currently is hovering over on the wheel

limpid dove
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I was thinking of putting them in a spinner/wheel

vivid swift
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And you can click on the wheel to see it up close/big

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Well well well

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Or maybe I should say

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Wheel wheel wheel

vivid swift
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Next update simple music and sound effects, pl;s

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I see now where the Blond hair Maudorm comes from. I missed that originally

limpid dove
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Yea hahaha

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I do think sounds will help know what's going on

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I almost recorded myself saying "miss" and "poison" and stuff

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But I was sick last week and my voice hasn't recovered

vivid swift
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Made it to the bottom. Maudorm doesn't seem too bad; decent moves, barely misses from my testing. However, I fought a Maudorm that missed 4 times in a row and I couldn't hit it bc of its burrow, lol. Pretty decent mon, imo, at least given this limited cast.

Cleftback is just a solid tank since it takes flat -1 damage, but its low mana makes it kinda meh.

Didn't use Sonic much, he feels kind of underwhelming and from what I could tell his Spikes ability wasn't working or there was no indicator for it.

Squibble seems decent, especially vs Maudorm and Mirecoil, since they make cards normally and you can Slime them, but from what I could tell there was no way to tell when Slime triggers.

Final point, aside from SFX and music.. I think an On Hover to see what the different icons mean/are would be super useful, same for Moves.

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I also don't know what Trauma does..

But just encountered a weird thing where Maudorm used Blood Magic and it created a Trauma and gave it Burrow... Like... Brother missed making a new card somehow

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Game crashed on me, I think?

My Sonic died against this Maudorm after the longest fight I ever thought I'd see a Sonic give this worm... When he fainted, I tried switching in my Cleftback, but this is all I see and no Continue button or anything

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Idk if maybe it was a "move bag overflow"? Sonic had 2 moves and as you can see... the worm has a lot... But when I swapped in Cleft, my moves went from 2 -> 3 and pushed some enemy moves down. Idk if that'd do anything, though

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I count 13 moves there. I thought max bag size was 12... unless I'm trippin

limpid dove
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I think 12 was Max, but I didn't really enforce it, so it probably just ran out of options and messed up

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I never thought of what happened when you miss but create a card

vivid swift
limpid dove
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Well in that creatures case it's even more busted lol

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Just free mana and no danger

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Anyway, I think clarity is the worst thing right now

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IDK if you agree

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But like better UI, sound, and tooltips is kinda needed

vivid swift
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I think i agree, yeah

limpid dove
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I gotta get things pretty dialed in this week

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Or I won't make my 4 week challenge

vivid swift
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You got this

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I started a super basic 2-week challenge with some friends/coworkers bc I really wanna get better at just making stuff and honing scope

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And they were also interested

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As we all want to leave our current jobs with our company...

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Though that part feels more tricky and probably easier to do just by applying places.. which I have been doing

limpid dove
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Hahahaha

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The labor struggle is real

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This is what I've learned.

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Two weeks challenge, try to finish the game in 72 hours (a weekend)

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4 weeks, try to finish the game by day ten

vivid swift
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That's kinda rough, but I get it. I managed to get my pokemon-like battler to a decent state after 2 weeks spending 3-4 hours a day (minimum) on it. Haven't had the ability or drive to do that recently with newer projects. Been rough

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Anyway

limpid dove
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If your day job is programming and it sucks and you want to quit

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Then I understand why you don't want to come home and program 4 hours

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Even if it's not programming

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A bad job makes it hard

sacred shore
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yeah when you grind all day it's kinda hard to find the strength to do something clever and not jump in tv or internet consumption...XD Keep it up ! Your game seems pretty cool already as i said before ๐Ÿ˜‰

vivid swift
limpid dove
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ive learned im super bad at audio

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idk what to even use

vivid swift
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Hrmmm

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I don't think attacks need SFX just yet. I would probably have the following:

  • Battle music
  • Map music (StS selection tree)
  • Boss music (??)
  • SFX for when the move selector/arrow moves to a new move (?)
  • SFX for when a status is applied (blade "shing" for spikes, goopy "bloop" for poison, muffled earthquake-y sound for burrow)
  • SFX for when a mon is defeated/their HP is reduced to 0 (?)
limpid dove
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i wanted a sound for when you miss and when slime activates

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so you feel like your statuses are doing somehting

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but yes, i just need those, but idk how to even get those

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without recording them myself

vivid swift
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Ooo. Hrmm. For Slime i think a solid "splat" sound could work for now

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Miss would just be a "woosh"

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Check itch.io for combat sfx.. there are probably some decent free packs with all the stuff i mentioned

limpid dove
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my goal for today isto finish your list

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so thanks for that

limpid dove
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less brainpower = i can do it

vivid swift
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๐Ÿฅธ

vivid swift
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Got a new mouse because my other one was tilting me with half clicks and double clicks randomly (RIP old mouse). But this one is weird because it's one of those ergonomic mice. Weird feeling

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Anyway, how are sounds going?

limpid dove
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currently in vs total

vivid swift
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Ooo,. not bad

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Idk if this is the one you grabbed

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But might have stuff you could use

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This one explicitly has an Earth and Poison sound

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And Water for Slime, i guess

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Even if only placeholder

limpid dove
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ill try that

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im kinda stuck on slime

vivid swift
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Just do Water for now, yeah.. Can always come back to it

limpid dove
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the water one is crazy

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its like

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a huge crashign wave

vivid swift
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LMAO

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Hrmm

limpid dove
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ill find another pack with like a drop

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drip

vivid swift
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This has some nice stuff as well

limpid dove
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i think i just need some impacts

limpid dove
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๐Ÿคœ

vivid swift
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Don't forget pitch shifting

limpid dove
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Like randomizing it?

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Or something else?

vivid swift
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Yeah. Within a range.

Set range between 0.85 and 1.15 or something, get rand pitch from that range, and apply that shift to any sfx that play, otherwise it can apparently sound monotonous

vivid swift
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Are the sounds in? ๐Ÿ‘€

limpid dove
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They are

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But I might need to pause to get monster path uploaded before the deadline

vivid swift
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Oh snip, fair fair

limpid dove
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im back to delveborn

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and ive got some fresh eyes

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one thing is, i think we need slightly more strategy

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right now each fight is roughly a 50/50

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some mons do better against others, but its hard to even do that

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so i think we need a way to do like a pick and ban with your moves and their moves? something to give you slightly more agency before watching the slotmachine

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or during

vivid swift
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Hrmm

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I think I agree it needs something kind of interactive

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Or strategic at least

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I'll just throw out this idea and see if it lands:

Make something similar to a "relic" system from StS. Start the game by choosing a relic from a select random pool that affect gameplay.

At chests on the map, give like 2 or 3 options to choose from.. so you don't just lock yourself into a random strategy entirely.

If you want to keep on theme, maybe the relic you get appears in a list/wheel and you spin it to get your relic.. and you get like 3 rerolls.. and if you reroll it removed the option you passed up from that list, helping ensure your next relic may be better, or if the relic is good but not quite what you wanted, then you have to decide to take "good but not perfect" or pass it up and potentially get something worse..

limpid dove
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That would work, just using the relic to give a stat boost?

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Maybe we do something about switching? Like if you switch to a creature you get a boost?

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IDK..

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I just keep thinking of a ban at the beginning of the fight

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Like you can ban one move

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1 it gives more agency

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  1. It gives you a chance to read their moves and understand them
vivid swift
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That also works. Only at beginning of fight? Not when things switch in?

limpid dove
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Good question

limpid dove
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i think so

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since its a ban

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but im going to keep brainstorming

vivid swift
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Does that mean the guy who removes a card any time he switches in is effectively getting a random "ban" on switch-in? Or not the same in your mind?

limpid dove
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Yea he would

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Maybe at the beginning before the moves are put in the bag

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You can pick 1 of yours to go in, and ban one of theirs to go in

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But then only 4 total go into the bag

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2 from each

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Because I think when like 6 moves go into the bag it's kinda complicated too

limpid dove
limpid dove
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I think next demo is out soon

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With the pick and ban and more clarity

vivid swift
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OoOOoooo

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Why is enemy Maudorm in that image so low on the screen?

limpid dove
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He's burrowed

vivid swift
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Ohhhhh

limpid dove
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i added a bunch of visual effects

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when they are poisoned they flash purple

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etc

vivid swift
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Ooo, i like it. Very cool ๐Ÿ™‚

limpid dove
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Trying to make the fights trackable

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Lol

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And somewhat interesting to watch

vivid swift
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This might be extra for your next release but

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Adding a moving texture or something to the health and mana bars would be slick. Like giving it a moving "water texture" overlay or something

vivid swift
# limpid dove Trying to make the fights trackable

Trackable I think is easy. If all actions are processed through the same handler, you can just throw them into a Log list, basically.. making them interesting to watch I think may require some additional animations and stuff

limpid dove
limpid dove
vivid swift
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Ahhh

limpid dove
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because alot of the actions kinda of create 2-3 after effects and when they happen instantly it just doesnt make sense, especially when they interact with the monsters natures, etc

vivid swift
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Hrm, true. I gotchu.

limpid dove
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im watching wildfrost videos and trying to learn some things on ui/ux

vivid swift
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Need like an AnimationManager or something and queue up the animations to play in sequence.. then when it's done (no more in queue), let the battle manager continue

limpid dove
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its just such a cool ux and so clean and smooth and clear and nice feeling

limpid dove
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I am thinking of making a action queue type pattern

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but right now I just did a coroutine for each state and they can delay depending on which things are happening

#
enum BattleState { None, PicknBan, Pick, TurnRoll, PreTurnExecute, TurnExecute, RunningMove, FinishTurn, Pause, PlayerCreatureDied, BattleEnding, LearnNewMove };```
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but its still state machine

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pick n ban is really working great though

vivid swift
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Does the enemy ban at random? Or is there a logic to its choice?

limpid dove
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it doesnt

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you pick and ban they dont do anything

vivid swift
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Ahhh, so you ban your own stuff?

limpid dove
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no

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you pick one move from your side to guarantee goes in the bag

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and you pick one move from their side to guarantee will NOT go into the bag

limpid dove
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then the game randomly picks 2 moves on your side and 2 moves on their side to go in

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greyboxing because i suck at ui

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and i can use them as a template

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i made the emote on accident lol

limpid dove
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glitch: switching in removes enemies bonus moves (like curse activate)

limpid dove
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editting a video for this project....

vivid swift
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Oceans 11??

limpid dove
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lol

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linkin park

vivid swift
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Oh, it all makes sense now, lol.

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Idk why my mind went to Oceans movies. Been a long weekend

limpid dove
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I made a kinda silly video on this

vivid swift
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Nice. Watched it. What's the game jam about? And how long does it go? You have any ideas yet for "improvements"? (only in quotes bc you really only know after testing/execution..)

limpid dove
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improvements is likely going to be

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a skill tree lol

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and maybe a gambling system

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where the moves have a % next to them that represents how likely it is for them to happen

vivid swift
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Ooo

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Hrmmm... All in

limpid dove
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added tooltips for moves, conditions, and move statuses

limpid dove
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improved button selected graphics

limpid dove
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I added the gambling system

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you can now bet on how likely you are to win lol

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I also AI generated this:

vivid swift
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Top one fits aesthetic better

limpid dove
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yea

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i also removed the party system and creature collection aspect

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you now select a creature at the beginning

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unfortunately

vivid swift
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Interesting

limpid dove
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you spend more time figuring out how to spend money to upgrade your creature

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its basically an economy based game now

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do you spend money to upgrade your guy, invest it for later, bet big on this round, etc

vivid swift
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Hrmm

limpid dove
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it has changed a lot

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I will upload a video

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I added ethereal

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I have also put in petrify

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which makes their nature get overidden until it is over

limpid dove
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I just got the moveslist up to 40 moves

vivid swift
limpid dove
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I tried to get 5 of each type, but some of them just didnt have enough development to do that

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like for example armor isnt implemented, and rooted doesnt really make sense anymore since its 1v1 battles

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blight and bog both need work

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next im trying to get the creature list up to 2 of each type (16)

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5 more to go

vivid swift
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Ooo

limpid dove
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i let someone play it 2 nights ago

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and we started at like 1030

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and accidentaly stayedu p past midnight

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so i think its working

vivid swift
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Heck yeah

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What types do you have and what are you missing?

limpid dove
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i have types for all the monsters

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you really went ham

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im just using your old ideas lol

vivid swift
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Ohhh

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Gotchu. It's been a minute, lol

limpid dove
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i kinda need a workflow that goes from excel doc to scriptable objects lol

vivid swift
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I think armor/thp should be easy. Just update the Damageable interface to include armor and when you are damage, deduct from thp before you subtract from main hp.. and then add a blue or white hp bar for armor above or below the existing hp bar to display it

limpid dove
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yea

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I just havent done it yet

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im trying a new style of development right now

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and its working really well for me

vivid swift
limpid dove
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im basically implementing 1 new feature, then making it touch literally every other system before moving on

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so like i added in a shop

vivid swift
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Ahhh

limpid dove
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then i made it so every other system connects to the shop directly or indirectly

vivid swift
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Interesting

limpid dove
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so the battle system connects to it because you can now bet on your fights

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and the move/tile system connects to it because there are now moves that give you gold

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the creature system connects to it because you can buy moves, creature upgrades, or stat upgrades

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I also made a new type for it called "greed"

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and then i made a system where the potion now costs gold

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and then i made a system where you can use your gold to "cheat" and force the spinner to stop on your tile

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and then i did a similar thing with every other mechanic that was already in. For example blind is now fully connected to a lot of the other systems including natures, tiles, moves, and events

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im basically seeing every mechanic as a node, and not saying its done until ive connected it to every other node somehow.

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so there are no mechanical silos

vivid swift
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This guy but Greed type with the nature:
This mon's Greed attacks give +1 Gold (even if they don't normally give gold).

limpid dove
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wow you saw it coming

vivid swift
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Just implanted it deep in your brain. Inception-style

limpid dove
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xD

vivid swift
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This might be extra extra, but given mana is the main resource for using moves, i think it could also be interesting if there were a few moves that use hp or gold to trigger

limpid dove
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i added blood magic, which uses hp to trigger

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and iwas also thinking of making greed moves able to use money for special effects

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like

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they all just do normal damage, but you can spend up to that amount of gold to add more

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so like a 2 gold move can spend 2 gold to be 4

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or their special effects just cost 1 gold or they dont activate

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kind like monster path sparks

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honestly, the thing that im really happy with that we came up with, is the conditions on moves

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they are super interesting

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like the tile being slimy or ethereal or spiky

vivid swift
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Mmmm, so maybe something kinda like:

Coin Cudgel

-# Greed; Deals 3 damage. If you have 6 or more gold, spends 3 gold to double this attack's damage.

limpid dove
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yea

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I also think we need move tiers

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or move upgrades

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but im holding off

vivid swift
# limpid dove like the tile being slimy or ethereal or spiky

What about "Gambled"?

If you have any moves that are Gambled, then any time you land on it you gain 3 gold, but any time you land on a move that isn't gambled (yours or the opponent's), you lose 1 gold? Relatively low risk but high reward if you can pop off. Also would synergize with builds that use gold as resource for additional effects.

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If you wanted big tradeoff

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If you have 0 gold and land on a non-gambled move, all of your gambled moves are removed from the bag

limpid dove
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oh thats cool

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restarting thhe battle 9000 times trying to make a specific monster burrown the petrify the enemy

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ok all the mons in

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time to make a demo

vivid swift
# limpid dove oh thats cool

Only restriction i think you'd need is you couldn't have half or more of your moves apply Gambled otherwise in theory you could run out of moves you can use.. and without mons to swap with, you would probably just lose

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Unless you added some check if all your moves were removed and add a "struggle" type move to the bag that costs mana and hp to use, idk

limpid dove
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I was thinking of that

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Because some moves add ethereal

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Im going to make a demo and steam page, hopefully by end of august

limpid dove
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one of these powers seems better

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this one is getting out of hand

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i etherealed all his moves away

vivid swift
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May need that Struggle move..

limpid dove
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I'm going to make it so whatever you pick the enemy can't be that creature

vivid swift
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Hrmmm idk what that means but I trust

limpid dove
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I mean the game won't let you fight an enemy that has the same creature as yours

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why is this so hard to say

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am i having a stroke

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YOU NO FIGHT YOURSELF

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PIKACHU NO FIGHT PIKACHU

vivid swift
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But skree is fighting skree in the skreenshot

limpid dove
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I KNOW

vivid swift
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The world is broken

limpid dove
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agreed

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i fixed a lot of bugs today

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but honestly

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my big problem is i feel like i need a cleaner ui

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and a visual overhaul

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like i need the ui to be more clear and show all the info and not be ugly

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IM LOOKING AT YOU STAT MENU

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i love when AI redraws the monsters and jsut cant handle that they have an art style, and tries to morf them to the AI style

limpid dove
vivid swift
limpid dove
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no its buffs to move types

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so blight attacks will do +1 damage

vivid swift
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Ahhh

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Hrmm, i would probably start with a simple icon that when you hover over it it shows those stats

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Then decide if you wanna pursue that approach or try something else

vivid swift
limpid dove
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I just feel like I need to find a designer to tell me how stupid I am

limpid dove
limpid dove
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I need a background

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better than nothing

vivid swift
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Do you have any icons or indicators to show what mons are what type?

limpid dove
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No I need to design some

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Same for statuses

vivid swift
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What are all the statuses again?

limpid dove
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right now the move statuses are spiky, slimy, and ethereal

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and the creature statuses are burrowed, poisoned, blind, petrified

vivid swift
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Ahh, right. Move vs Mon statuses. Gambled would be a new move status, if you pursue it >_>

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Here's what gpt made. It put "Greed" under the Dread icon, but feels close-ish

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Fester and Blight both being slimes is funny

limpid dove
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lol

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i think blight needs to be more leafy

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maybe a muchroom

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i like how they make them all have sad faces

vivid swift
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Lol, yeah

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We try again

limpid dove
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storm is pretty fine

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brutal and crystal too

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blind i think should be like the justic thing

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like a fabric on a skull

vivid swift
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Asked it to make Blight a mushroom and it just turned it into poop

limpid dove
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lol

limpid dove
limpid dove
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mid update progress screen

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left = new, right = old

vivid swift
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The colors feel less "dark fantasy" โ€” don't mesh with the crazy moms as much. Or maybe I'm just biased towards the first thing I see ๐Ÿ˜…

limpid dove
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Colors can change pretty easily

vivid swift
limpid dove
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This guy really likes burrowing

vivid swift
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Lol

limpid dove
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i think i just finished the prototype as it stands now

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there was visual confusion so i added a bunch of animations

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but it looks done now

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and you can play the entire map

vivid swift
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Heck yeah

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When I'm home next week

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I will give it a go

vivid swift
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@limpid dove how many battle backgrounds do you have? And do different ones have different effects?

limpid dove
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I have exactly 1

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Lol

vivid swift
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Oh, lol

vivid swift
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Well if you do add more... then they could add interesting diversity to gameplay if they have effects. Like the festival-looking background you currently have could give a discount to use potions (3 -> 2) or something

limpid dove
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I'm actually a little over diverse right now

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I'm trying to figure out how to layer in the systems

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But I do think 4 worlds

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And each different

vivid swift
vivid swift
limpid dove
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Gamble is not in, but all the statuses, conditions, money, non standard types, lack of control, etc is overwhelming when you first see it

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So I need to like, slowly bring it in

vivid swift
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Ahhhh, i see what you mean

limpid dove
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I also added relics

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Trying to think of some

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Poison does two damage per turn, including when it is on you

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Your statuses no longer do damage on multiple turns, they do all their damage +5 on the last turn

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All cards become ethereal and if there are no cards left whoever has more hp wins

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You take half your damage to your mana

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Having a status makes you do +1 damage

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If you have less than 3hp, you are immune to damage except from ailments

vivid swift
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Blood Money

-# At the start of each battle, lose 1 HP and gain 1 Gold. Increases by 1 for each after each battle.

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Unstable Earth

-# Anytime a mon Burrows, all Burrowed mons lose 2 HP.

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Mine may be a bit more specific. Hrmm..

limpid dove
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im thinking of relics as ways of making you want to go after a certain playstyle

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so like the half damage to mana one would make you want to level up and get quarry/mananite cards

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and maybe get mana regen as well

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and the ethereal one would make you want to get cards that create cards, or it would make you want to stack hp and quickly eliminate all cards

vivid swift
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Blood Magic

-# You can use abilities even if you don't have enough mana, but you will lose HP equal to mana you needed to pay below 0.

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Supply and Demand

-# Potions cost 0 to start and increase in cost by 1 each time you use them.

Alternatively

-# Potions cost 8 at the start of the battle. After each turn, the cost decreases by 1 (minimum 0).

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Apple a Day

-# Statuses persist between battles.

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Crazy Frog

-# All cards are Slimed.

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Necromancer's Business Card

-# If your mon dies in battle, you can pay 10 gold to revive it to full health and continue the battle. This cost doubles after each use this run.

vivid swift
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Trapped Bag

-# Whenever a move is added or removed from the bag, its owner takes 1 damage (this includes start of battle).

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Pandora's Bag

-# All moves enter the bag with a random status (can also be None).

vivid swift
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Boss Key

-# Each battle has a chance for the opponent mon to be a "Secret Boss" with double HP and deals double damage in exchange for x3 XP.

vivid swift
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Flimsy Funnel

-# Your mon's moves are added to the bag 1 at a time at the start of each turn until all of their moves are added (i.e. Turn 1 = 1 move in bag, Turn 2 = 2 moves in bag... Turn X = X moves in bag, where X is the total number of moves your mon knows/has)

Could also be all mon's moves... to make it more "fair" and not favor the enemies.

If applied to both, the one guy who removes a move at the start of battle becomes really good... for turn 1, at least, lol